Search found 309 matches

by solmax
Tue May 09, 2006 8:03 pm
Forum: Interface & Tools
Topic: Importing From 3DS Max?
Replies: 16
Views: 46091

I remember I had a trial version of a 3D scene viewer supporting various formats, including max. I don't think those guys had to rebuild max from scratch just to make objects visible. I don't remember the name of the proggie, but a google search with the keywords "3ds max file viewer" returned some ...
by solmax
Mon May 08, 2006 11:23 pm
Forum: Animation
Topic: How Mesh data + Displacement Data = Animation?
Replies: 11
Views: 6755

ipo curves are simply the animated channels. think of a cube: when you animate it, you assign position values at certain time values. this results in a curve, eg for the X position, which changes over time according to the animation you made. so, any value or parameter thet can be animated in blende...
by solmax
Mon May 08, 2006 11:10 pm
Forum: Animation
Topic: NLA improvements - edit mode, drivers
Replies: 0
Views: 1995

NLA improvements - edit mode, drivers

A few thoughts that I have ever since I use blender: - action strips shoud have sort of an edit mode, where you have access via handles to start/end position and blend-in/-out values. this would speed up work a lot. - driving/nesting: let an action be driven by an slider, or at least an object chann...
by solmax
Mon May 08, 2006 10:39 pm
Forum: Animation
Topic: How Mesh data + Displacement Data = Animation?
Replies: 11
Views: 6755

I think this (access and editing of points within a mesh) is more or less well documented on the python section of the site. displacement can also be done via textures, but you seem to know that and rather want to do it via python, right?
by solmax
Mon May 08, 2006 10:34 pm
Forum: Rendering
Topic: Reusable data in two renders?
Replies: 1
Views: 1838

this can be used when rendering global illumination. a major part of rendering time is to calculate the distribution of energy across light sources and object where the light bounces off again and again. once calculated, the distribution can be stored and reused - as long as none of your affected ob...
by solmax
Sun May 07, 2006 2:41 pm
Forum: Rendering
Topic: How can i make real 16:9?
Replies: 4
Views: 3644

Thanks for the info broken, I should have informed myself better before :)
by solmax
Sat May 06, 2006 11:05 pm
Forum: Interface & Tools
Topic: Importing From 3DS Max?
Replies: 16
Views: 46091

blender can't read or write the .max file format. it can read and write the old (but still common) .3ds format which was introduced with 3d Studio for DOS (looong ago).
by solmax
Sat May 06, 2006 11:00 pm
Forum: Interface & Tools
Topic: .pdb import
Replies: 2
Views: 1604

well, don't be shocked - blender wasn't written specifically for bioinformatics ;). but if it's a simple format, it shouldn't be a problem to script a python importer. are you more bio or more informatics? maybe some of you can do it? if you really want something to be done, you should probably post...
by solmax
Sat May 06, 2006 9:51 pm
Forum: Rendering
Topic: How can i make real 16:9?
Replies: 4
Views: 3644

as far as i know 16:9 is simply default PAL with bars on top and below the image. this is also reflected in blenders "PAL 16:9" preset - except the fact, that you don't get the black bars (although the camera view suggests that). try to find out the "real" size of 16:9 (without the black bars), rend...
by solmax
Sat May 06, 2006 9:42 pm
Forum: Rendering
Topic: Transparent shadowing - possible bug?
Replies: 0
Views: 1391

Transparent shadowing - possible bug?

please test the scene below with recent builds for a possible "bug": test scene with faked caustics the caustics texture of the upper plane ("water-surface") is blurred using a "Filter" value of over 6. the rendered appearance is OK, means blurred as desired. However, light passing through and shado...
by solmax
Thu Apr 20, 2006 10:44 am
Forum: Interface & Tools
Topic: FeatureRequest: Scripts-Menu into the SPACEBAR-Toolbox
Replies: 7
Views: 2428

in Maya you can define custom marking menus, invoked by any keystroke.
by solmax
Tue Apr 18, 2006 12:22 pm
Forum: Interface & Tools
Topic: FeatureRequest: Scripts-Menu into the SPACEBAR-Toolbox
Replies: 7
Views: 2428

Maya's marking menus ARE patented. They involve pressing a Key and dragging with the mouse. IMO ingenious for handling maya's rich tool arsenal, because you can map up to 8 strokes in each menu to a function. multiply that by all possible keystrokes including standard modifier keys...
by solmax
Tue Apr 18, 2006 11:32 am
Forum: Interface & Tools
Topic: FeatureRequest: Scripts-Menu into the SPACEBAR-Toolbox
Replies: 7
Views: 2428

yes, exactly. or as SPACE with W, E, R, or K with A with S - anything you like. I might be wrong, but I think softimage 3D had something similar - hopefully this isn't patented!
by solmax
Tue Apr 18, 2006 9:46 am
Forum: Interface & Tools
Topic: Saving User Preferences
Replies: 4
Views: 4149

Simply define the user prefs in an empty file, i.e. no objects, no materials, or maybe only one of each. Then hit CTRL+U and ready. If you have a scene with different prefs, layouts etc. and don't wont them to load, simply toggle the button "Load UI" in the file window (this is when you hit F1 to op...
by solmax
Tue Apr 18, 2006 9:41 am
Forum: Interface & Tools
Topic: Error message: Unable to Open
Replies: 6
Views: 2446

I couldn't find any type of file like that. I'm on a Mac, would that make a difference? I found and deleted the original preference file, but it didn't help. I'm not sure about the fonts either, since I can't get Blender open to look. It's located either in your home folder /Users/YourName/.B.blend...